This page contains
descriptions for magic items that are in the Living City
campaign many of these
ARE NOT AVAILABLE ON THIS SITE OR IN LC THROUGH
CURRENT MODULES.
This is not a list of items for
trade.
Items available for trade are on the Items for Trade Page.
Armor and Shields
Boots, Cloaks and Robes
Misc. Items
Potions, Ointments, Oils and Elixirs
Rings
Scrolls,
Spells and Spellbooks
Wands, Staves and Rods
Weapons
Armor and Shields
Armbands
of Defense AC6:
These armbands work exactly like bracers of defense AC6
with regard to protection provided and compatibility with
other protection items. They are worn higher on the
arm, allowing a pair of bracers of some type to be worn.
Bracers
of Beauty's Defense:
These gold bangles of the finest quality serve to protect
natural beauty. they function as bracers of
defense with an AC rating based on the wearer's
Charisma.
- Charisma 5 or less: AC 10
- Charisma 6-7: AC 9
- Charisma 8-9: AC 8
- Charisma 10-11: AC 7
|
- Charisma 12-13: AC 6
- Charisma 14-15: AC 5
- Charisma 16-18: AC 4
- Charisma 19+: No effect
|
As these bracelets protect
natural beauty, they do not function on a wearer
with a Charisma higher than 18. While these
bracelets are worn, no magical bracers will
function. |
Chainmail of Comfort
The wearer of the armor has no encumbrance by this armor
and the armor is treated as regular clothing. The armor
provides AC 5. Spellcasters cannot cast while wearing
this armor.
Chainmail
+3, drowen:
This functions as normal chainmail +3 but is destroyed
unless the PC has a magical backpack from Hathmar to keep
the item within.
Dwarven Full Plate
Dragon scale Shield
+1
This piece of dragon scale is perfectly shaped as a small
shield, and provides +4 bonus to Saving Throws vs. Acid
Attacks when in use.
Energy Shield +2
This large steel shield is well made, but not otherwise
exceptional in appearance. In addition to functioning as
a normal shield +2, it also grants in additional +2 to
its bearer's saving throws versus invocation/evocation
magic when wielded in combat. Valued at 8,000 GP.
Excellent Shield
A medium shield constructed by the master armorer Opara
Rendril. The shield bears both the coat of arms of House
Grimm and the PC's personal standard. This shield is so
sturdy that it grants the bearer a non-magical +1 bonus
to armor class in addition to the usual one-point
adjustment to AC for the shield. The shield makes all
item saving throws with a +1 bonus.
Gnomish Non-Magical Leather
Mithril
Buckler Shield:
This small shield (buckler) made of mithril
confers no magical bonuses, but it is almost
mirror-bright and reflects light. If the shield is
wielded properly, this effect causes an opponent fighting
the wielder of the shield to make a saving throw vs.
Paralyzation each round to avoid a -1 penalty to hit for
that round. This effect only works when bright
light can be reflected by the sheild, and casting a light
spell on the shield does not add the reflective effect to
the light effect. Learning to wield the shield
correctly requres a weapon proficiency slot be devoted to
it; the reflective effect is not gained until the
proficiency slot is devoted to the shield.
Pawbands of Defense
Small
Shield +3, Drowen:
This functions as a normal shield +3 but is destroyed
unless the PC has a magical backpack from Hathmar to heep
the item within.
White Dragon Shield
This white shield is tinged blue in color looking as if a
wash was applied. It is enchanted so that the scales
protect the wearer from cold by granting an additional +1
bonus to saves vs. cold-based attacks that are blocked by
the shield. Anyone carrying this shield will be targeted
by evil dragons in future encounters.
Boots, Cloaks and
Robes
BAT
Cloak:
This black cloak is well made and very fashionable.
It can produce a magical cudgel +2 from
within its folds, which does 1d6-1 damage (minimum 1
point). The cudgel can only remain outside the
cloak for 1 turn before it loses its magic permanently,
and the cudgel must remain in the cloak for 1 hour once
replaced, to recharge. If the cudgel loses its
magic, then it will not return to the cloak ever again.
Bunny Slippers of Speed:
These slippers work like boots of speed, but they
have big bunny heads with floppy ears (real) on the feet.
They look so cute as to be embarassing.
Cloak of the Bat:
Cloak of Blackflame
Cloak of Cold Protection
This white cloak renders its wearer comfortable in
temperatures as low as -400C, grants +4 (instead of +2)
to saving throws versus cold-based magic, and makes its
wearer 95% invisible in snowy fields or similar
situation, and otherwise functions as a cloak of
protection +2.
Cloak
of Infravision:
This fine black velvet cloak, lined with midnight blue
satin, has a silver clasp with an "M" on it.
When a charge is used, the weare gains infravision,
as the spell, to a range of 120 feet. This lasts
for one hour. The cloak cannot be recharged.
Cloak of Lathander, Minor
This cloak provides a continual light spell when the
wearer opens it wide. It also allows the wearer to turn
undead as a 5th level cleric two times per adventure.
Cloak of Protection (ranges from
+1 to +3)
The various forms of this marvelous cloak all appear to
be normal garments of cloth or leather. However, each
plus of a cloak of protection betters Armor Class by one
and adds one to saving throw dice rolls. This cloak can
be combined with other items or worn with leather armor.
It cannot function in conjunction with any sort of
magical armor, normal, nonleather armor, or with any sort
of shield.
Cloak
of Protection vs. Fire:
The cloak grants a second saving throw vs. magical fire
attacks. This additional saving throw eliminates
all damage from fire attacks if made, or allows a second
attempt at a failed saving throw to be made. It
works with other items of protection, but cannot be used
with other cloaks. Each second saving throw uses
one charge; when all charges are gone the cloak acts as a
ring of fire resistance.
Cloak of Starlight
Under starlight, the cloak confers the wearer vision as
in daylight. When underground with little or no light,
the cloak confers infravision 60' range. Furthermore,
there is a 20% chance that if the PC stands still he will
blend into natural surroundings underground.
Cloak
of Strength:
Exquisitely tailored and made of dark green velvet
decorated with a red gem that rests above the wearer's
heart. When the wearer touches the gem, he/she is
granted a +2 (or +20%) to their strength (max 18/00).
Usable once per adventure.
Robe of Cats Eyes
This robe gives 30' vision from the eyes of varying sorts
of cats all over it. Cancels out any minuses to tracking
and other sight-based proficiencies when used in
darkness. Is limited to use at night or darkness else
there is a high risk of blindnes. Bright flashes of light
even at night cause the cloak to cease functioning for
one day.
Robe of Kelemvor
This robe is the equivalent of AC 5 for any priest that
is of Lawful alignment. If worn with other armor that
provides better protection, the robe gives no benefit.
Priests of Kelemvor will be affronted if a non-priest
wears the robe.
Robe
of Vanishing:
Useable by thieves only. A thief needs only to grasp the
hem of the robe, clutch it very tightly and they
simply seem to vanish. Although the thief has just
affected an escape as per a rope trick spell (no rope of
course) and is also made invisible. The rope trick lasts
for up to six turns if the wearer stays still, the
invisibility lasts for six turns. May be used once per
day.
Robes of the Wraith
These robes provide AC 4 protection to evil wizards and
priests, AC 6 protection to neutral wizards and priests,
and no protection to anyone else. The robes are
permanently black with a bloodstained design. Undead are
automatically non-hostile to the wearer. The robes have
the permanent smell of death and repulse normal animals
and reduce Reaction checks among humanoids by one
category (worse) for the whole group of people with the
robe wearer.
Scarf of Tears
When worn as a veil, the scarf confers +1 to the wearer's
Charisma-related checks. It does not increase Charisma.
Also, a white shimmering light that circles the wearer's
head can be summoned. The light has a 3-foot radius,
enough for the wearer to read by.
Misc. Items
Amethyst
of Abjuration:
This item is an amethyst of 500gp value. It
may store any one abjuration spell up to 4th level.
If no spell is stored in it, the user may capture
any abjuration spell of up to fourth level which takes
effect within 10 meters of the user. This amethyst
may only be used by a wizard capable of casting
abjuration spells (thus transmuters and illusionists may
not use it). It will absorb and release one spell,
after which it becomes non-magical.
Amethyst Gem
This gem gives the user +1 to all saves for one
adventure. The gem is not rechargeable. After the magic
is used, the gem is worth 5,000 GP.
Amulet of Chaosbane
This magical item gives the wearer an unmodified
saving throw vs. the chaos spell. This means no
magical, racial or granted bonuses. Priests, paladins,
rangers, rogues and wizards who are not enchanters can
use it. It does not function if the wearer possesses any
other magical amulet or a scarab of protection.
Each use drains a charge. It radiates abjuration magic.
Amulet
of Finding:
These amulets work in pairs. Anyone wearing the one
may see through the amulet of the being wearing the
matching amulet. Each user sees whatever is in
range of the other's amulet. This ability is usable
once per adventure, for 5 rounds.
Amulet of
Mind-blanking
When a charge is used, this amulet places the wearer
under the effects of a mind blank spell for 24
hours. The amulet cannot be recharged; it turns to dust
when the last charge is used.
Amulet of the
Silver Dragon
This amulet prvides +1 protection as a ring of
protection. The amulet also provides the wearer with
a +2 reaction bonus when dealing with dragons of good
alignment. Furthermore, the amulet has four
charges which can be activated when the wearer is in the
area of a breath weapon attack from an evil dragon. Each
charge allows the PC to make a saving throw versus spell
in order to take no damage from the breath attack or 1/4
damage on a failed save versus spell. This affects only
the PC wearing the necklace. After the charges are
expended the amulet continues to provide a +2 reaction
bonus with good dragons, but loses its AC protection
power.
Amulet of Splendor
Upon using one charge, the wearer gains a Charisma of 18
for 2d4 turns.
Armband of Healing
This armband allows a Cleric or Priest who is wearing it
to cast any one cure spell at full effect once per
adventure. The priest must have prayed for the spell.
Anklet of Walking
Bag of
Boulders:
This bag contains four stones each the size of an
egg and weighing 1/2 lb. When a stone is removed
from the bag and thrown more than 10 feet away, it will
transform into a 500-lb boulder. The boulder can be
thrown up to 60 feet away and does 3d10 points of damage
to any taget it strikes. The size and weight of the
boulder is such that even persons protected by stoneskin
take damag. Once a boulder is thrown, it remains a
normal boulder and cannot be returned to the bag.
When all the boulders are removed, the bag acts as
a normal small bag.
Bag of
Monkeys:
This is a small bag weighing only 2 pounds. When
thrown at or near a person, 2d6 monkeys emerge from the
bag and climb on the nearest target. Each monkey
will either (50% chance) increase the person's AC (ie
making him easier to be hit) or increase his THAC0 (ie
making it harder for him to hit). In addition, any
spellcasters plagued by the monkeys are unable to cast
any spells with material or somatic components.
Each monkey has an AC of 7 and 4 hit points.
The bag can only be used once, and then loses all
of its magical power.
Bag of Tricks, Type A
This is a type A bag (see DMG page 215).
Bag of Tricks, Type B
This is a type B bag (see DMG page 215).
Bag of Tricks, Type C
This is a type C bag (see DMG page 215).
Bell
of Service:
Each charge will cast an unseen servent at 8th
level.
Bodysuit
of Shadows:
Changes size to fit the wearer. This bodysuit bends
shadows and dampens sound, giving a +10% to a thief's
Hide in Shadows and Move Silently skills. Its
shadow-abilities give the wearer a +1 on AC. The
wearer cannot wear armor of any kind and benefit from
this suit. It functions as magical armor with
respect to combining with other items of protection.
Book
of Recording:
Words spoken into an open page of this small book
are indelibly recorded there. One short story (300
words) can be recorded per page of this 100 page volume.
Boxer Shorts with Golden Dandelions:
Said to be the boxer shorts of the great general
Rashaverak himself.
Bracelet of
Feather Falling
This platinum bracelet is worked to resemble a dragon.
The eyes of the dragon are amethysts. The bracelet is
valued at 2,000 GP. This bracelet acts as a ring of
feather falling.
Bracelet of Minor
Wishes
This bracelet is able to reproduce the effects of any
spell which is 4th level or lower. This includes clerical
as well as wizard spells. The wish must be used to
EXACTLY duplicate a spell effect--no modifications of
effects are allowed at all.
Bracelet of the Owl
This plain wooden bracelet allows the wearer to see at
night exactly like an owl. Because of the
improvement in night vision, any penalties to surprise
rolls due to darkness are negated as long as there is
minimal light available (stars or the moon). On the
other hand, the person wearing this bracelet is blinded
in daylight or effects of light-like spells.
Broom
of Cleaning:
This broom sweeps a 10' x 10' room clean in one turn.
It cannot attack, nor can it clean things that
brooms cannot be normally used to clean. It sweeps,
that is all.
Bunny
Slippers of Speed:
These slippers work like boots of speed,
but they have big bunny heads with floppy ears (real) on
the feet. They look so cute as to be embarrasing.
Cap
of Confidence:
When this blue and white striped cap is worn, the wearer
gains a +2 bonus on Saving Throws vs. Fear.
Cane
of the Upper Class:
This fine walking cane, black and topped with a
beautiful diamond, is appropriate for any high-class
social function. It has 4 functions:
- It grants the dancing proficiency at skill 12, or
gives +2 to the score of a PC who already has the
dancing proficiency.
- Inside the shaft of the cane is a blade, which
may be wielded as a rapier +1.
- The diamond may store a 1st or 2nd level spell.
this spell must be one its owner has cast
into it, and this function may only be used by
the can'es owner. The spell may only be
released in a high society party setting.
- By tapping the diamond, an immaculately-dressed
waiter appears, carrying a silver tray on which
rests two fine crystal champagne glasses and a
silver champagne bucket, filled with ice and a
bottle of excellent champagne. The waiter,
glasses, bottle, and silver items disappear after
an hour, or as soon as they are separated from
the cane's owner by more than 50 meters.
Only one waiter can appear at a time.
Chalice
of Continual Water:
This chalice fills to the brim with clear, cold water.
The chalice holds 2 cups of water. It can
produce up to one gallon per day (fill itself 8 times).
Charm
vs Charm:
A heart shaped pendent that will dispel a charm
spell that effects the wearer (only if they fail the
save) it then loses its magic. It may not be recharged.
Chrysolite
Gem of
Spell Warding:
When a charge is expended, this gem releases an
effect which makes its user immune to ice storm spells.
This only affects the holder of the gem. the
gem is destroyed when all charges are used.
Circular
Metal Disk:
It casts Tenser's floating disk at fifth level
once per adventure.
Continual Light
Enchanted Gemstone
A 100 GP value gemstone was enchanted with a continual
light spell at 6th level. It can be dispelled or
negated in the usual ways, at which time the certificate
should be torn up.
Cones of
Communication:
By using these cones two people can communicate across a
distance of up to 1,000 miles. Anyone speaking into
the cone can be clearly heard through the second device.
Coryinshard:
The archmage Elerio designed the Coryinstaff to generate
waves of "anti-magic." This is a shard
from the headpiece of a prototype device, and though it
holds some magical power, it is highly unstable.
Breaking the Coryinshard elicits a 10% chance of
creating a wave of "dead magic" that ripples 20
yards in diameter from the owner, and lasts for but a
single round. This is sufficient to destroy
"active" spells, item and potion effects
(though not the items or potions themselves). If
the shard does not function, it loses all magic, and
becomes useless rock.
Cube
of Cooling:
This one-inch crystal cube functions when placed into a
container filled with no more than 16 ounces (2 cups) of
liquid. The cube cools the liquid, keeping it at a
pleasing 35 degrees. It is best used in beverages.
It has no other effect than cooling, and will not
function outside of the liquid.
Cube
of Liquid Enhancement:
This platinum cube, when placed in a magical potion (not
oil or ointment), doubles the potentcy of the
potion for 30 minutes. During this time, only half
the normal amount of the potion need to be consumed to
take full effect. Thus, one potion affected by the
cube could be used for full effect by 2 PCs. If the
altered potion is not used in 30 minutes, the effect
wears off. Each use of the cube on a potion takes a
charge. If used on any form of alcohol, it doubles
the potentcy, up to 190 proof; this use does not take a
charge. the cube cannot be recharged, and loses all
magical ability once the charges are expended.
Dancing Dragon
This 8 inch long silver statuette of a silver dragon
resembles Argentus. On command, it dances for two rounds.
The statuette is usable once per day.
Digeridoo of Bubbles
dove's
Harp:
The playing of this harp can cause a gentle soothing in
the minds of all within 20 feet who hear it. The
soothing dispels magically induced fear, despair,
discord, rage, and hopelessness in listeners within 20
feet who hear it for one full round. One charge
must be expended for this power to be used. The
music of the Dove's Harp can also cure light wounds
once for any listener within 20 feet who hears the harp's
song for at least two full rounds in succession, such
curing being effective in any creature only once per
adventure. This effect also expends one charge per
use. While the music of the Dove's Harp is healing
a creature as descibed above, both it and the harpist
(not the assisted person, unless the harpist is also
practicing self-healing) radiate a faint white faerie
fire or nimbus. The harp's magic is usable by any
character class, although the music sounds truly awful
unless played by a bard or by someone with Harp
proficiency. Additionally, in the hands of a bard
the harp adds 5% to the bard's chance to influence people
when played. This item is not rechargeable.
Earring of Arachnid Control
The earring is a specialized verson of a ring of animal
control. The wearer of this ring may control one giant or
10-40 normal-sized arachnids of anytype. This includes
spiders, scorpions, mites, and ticks. The arachnids are
allowed a savings throw vs spell to resist the effect.
The wearer must be able to see the arachnids to control
them. Control last as long as the wearer concentrates on
the arachnids and does not fight. (The wearer may move
slowly if doing so does not break the line of sight.)
When the wearer stops concentrating, the arachnids are
free to run away or attack. This earring can be used for
a full turn once per adventure.
Eldath's Origami Peace Crane
Once per adventure the owner may open this white paper
figure by gently pulling down the wings. Instantly, a
visible white aura covers a 60'ft radius. All within must
save vs spell or become peaceful. All involved in combat
will lay down their weapons including spell components
and holy symbols. All who save will notice their comrades
and opponents who have withdrawn, and may chose to also
draw back. The protection of Eldath will give a +4 to ac
and saves to anyone who withdraws. If attacked ,one who
has withdrawn may chose to attack back on the next round
but will only fight to subdue. Peacefulness radiates in
the area as the conflict is resolved peacefully and
truthfully. When all have withdrawn, those affected will
automatically agree to settle the dispute at a trial in a
court of law in the nearest city. Less intelligent
creatures will submit to being turned over to the watch.
Undead are not affected by the aura. The peace crane can
only be used by those who believe in peace before
fighting. That is, it may not be used by fighters,
followers of Tempus or others who live by the sword. When
the peace crane is used by a follower of Eldath the
figure is immune to fire.
Emerald
This gem stores a lightning bolt spell cast at 8th level.
It can be used once. It is worth 20 GP.
Emerald:
gives +2 save vs poison and immune to the effects of
alcohol for one adventure.
Emerald:
this gem grants the owner a +2 bonus to saving throws vs
poison and makes the wearer immune to the effects of
alcohol. This effect lasts for one adventure.
The gem is not rechargable.
Emerald
of Guidance:
This gem allows the user to cast an augury spell,
at the users level, regardless of class, once per
adventure.
Evercold Mug
This one pint mug cools any liquid poured into it, making
it ice-cold in one round.
Everproducing
Rice Mortar:
Once per day, this mortar and pestle may be activated to
provide any type of Kara-Turan (oriental) food for 1-10
people. The food spews forth hot and fresh, and
serves one meal for the stated number of people.
Any food not consumed quickly rots, so the food
cannot be saved until later.
Eye of
Snooping:
This cat's eye agate functions as the eye of a wizard eye
once per adventure.
Figurine of Wondrous
Power: Carrier Pigeon
Once per day, a 25 word message and the name and exact
location of a person or creature can be spoken to this
figure carved of gray rock. The bird then flies
unerringly up to 100 miles to that creature and delivers
the message, so long as the creature is not invisible or
otherwise magically hidden. The person can be within a
mile of the stated location and still receive the
message, otherwise the bird returns unable to fulfill its
mission. The bird cannot carry a message from the
recipient back to the owner, nor can it communicate in
any way (even magically) with its owner (thus it cannot
go find a person and report the situation).
Fog
puppy:
Fog Dogs appear as normal dogs in every respect. They are
shades of gray and white, with fur pattern representing
swirling fog. They are normally of even temperament,
fiercely loyal, and obey their masters to the death. Fog
Dogs can smell magic, howling loudly when they detect it(
3x daily ). In addition to a diet normal to dogs, Fog
Dogs also eat magic items, stopping any action to consume
items thrown to them. They also go after magic items left
unattended, so when foes are brought low the Fog Puppy
will sniff the magic items and consume some if it can (
this is true for fallen PC's too ). When killed the body
of the Fog Dog disperses in a cloud of cold, swirling
fog. This puppy has 1 hit point when obtained, and grows
to full size (2 HD) in one year.
Fruit of Fine Fragrance
The wearer of this fruit-shaped silver pin always smells
fresh and clean, and faintly of the fruit of their
choice.
Gauntlets of Ogrillion Strength:
These gauntlets provide 18/01 strength in the hands, and
otherwise function exactly as gauntlets of ogre
power.
Gauntlets
of Polishing:
The wearer of these gauntlets may clean and polish any
metal object in 1/10th the normal time required.
Gem
of Brightness:
This item functions exactly as described in the Dungeon
Master Guide. It cannot be recharged. When
all charges have been used, the item becomes completely
non-magical.
Gemstone Necklace
This magical necklace confers upon its wearer the ability
to Hear Noise like a theif, with a 35% chance of success.
If the wearer has this skill, the necklace confers a 20%
bonus.
Glove of Magic Missiles
This right-handed glove allows a spell caster able to
cast magic missles to add one extra missile to the toal
number of missiles cast. Each use drains one
charge, and only one charge may be used per magic missile
spell. It is not rechargable. If two of these
gloves are worn by the same being, neither work.
Girdle of Dwarven
Friendship
This device allows the wearer to speak, read and write in
Dwarven. It also grants infravision 60' range.
Golden Dragon Flute:
A long delicate instrument, the flute has been carved
from bone and painted with the figure of a gold dragon
coiled around it. In the hands of anyone with
proficiency in the flute, it adds 2 to their proficiency.
When played by a bard, the flute is capable of
creating an effect similar to that of the 1st level
wizard spell phantasmal force once per day. The spell
counts as though cast by a 10th level wizard. While
any entertainment-like effect can be created with its
illusions, instantaneous attack spells such as magic
missile, lightning bolt, fireball, etc, cannot.
Further, illusions it makes cannot be used to
attack, as the purpose of the flute is to entertain, not
harm.
Harp of Esheen
Harp of
Healing:
When this magical harp is played within 10 feet of
wounded creatures, it heals them by 1 hit point per hour
of playing. However, once the music stops or a new
PC takes over, further playing is useless until new
wounds are received. After six hours of continuous
playing, a PC must make a successful Constitution check
once per hour (with a cumulative -2 penalty) or the music
stops and healing ends.
Holy Symbol of
Kelemvor
Kelemvor created this holy symbol himself out of the ore
found in a market in Shadowdale. The wearer receives
diminished damage from undead: 1 point of damage per
attack or if the attack does multiple die of damage, the
damage is reduced by one die.
Ioun Stone - Dusty Rose:
This ioun stone gives +1 to saves and to armor class.
Ioun Stone - Dusty
Rose (saves
only):
This ioun stone gives +1 to saves, but does not add to
armor class.
Ioun
Stone - Fiery Red:
This stone allows its user to extinguish one
campfire-sized non-magical fire once per day. In
addition, the user is immune to 25 points of damage from
non-magical fires. Once the 25 points are used up,
the stone becomes non-magical.
Ioun Stone - Iridescent
This stone sustains the character without air
Ioun Stone - Pale Green
Ioun Stone - Pearly White Prism
This ioun stone heals the user 1 hitpoint a turn as long
as it is circling his head.
Ioun Stone - Pink and Green
+1 to Charisma. Cannot raise charisma above 18.
Ioun Stone - Pink
Rhomboid
This magical pink rhomboid provides a +1 bonus to
Constitution-based proficiency checks when it is used,
granting its owner improved health and endurance.
Ioun
Stone - Rainbow Spindle:
This stone allows the user to polymorph self once per
adventure. The effect lasts for one hour at 7th
level. Each use drains one charge. the stone
cannot be recharged.
Ioun Stone -
Scarlet and Blue Sphere
This stone provides a +1 bonus to Intelligence-related
proficiencies and checks. It does not confer actual
Intelligence attribute. It aids memory, but does not make
the user smarter.
Ioun Stone - Yellow
This stone grants a +1 bonus to Intelligence
(Intelligence can exceed 18)
Ivory Horse
This small statue can be transformed into a normal riding
horse for up to four hours, and can transform only once
per day. During that time, if the horse is killed the
statue is destroyed.
Jack Rabbit Crystal
Sculpture
Each charge acts as a haste spell cast at 5th level but
can only be used to flee combat. If so used, the enemy
receives no "free" attack. This item is not
rechargeable.
Jar
of preservation:
preserves any item placed within it indefinitely.
Kimbers Necklace
This necklace grants the wearer an unmodified saving
throw vs. breath weapon to negate the special attacks
(level draining, aging, strength drain, whatever) of
undead. Spell-like attacks are not affected. This
necklace works three times per adventure only, and the
wearer must have the necklace on for 24 hours before it
will work. On the down side, the wearer makes unmodified
saving throws vs. an enchantment/charm spell (charm,
hold, etc.). Only unmodified saving throws are allowed
for these spells.
Left
magical gauntlet:
This is one-half of a pair of gauntlets of ogre power.
Unfortunately, it does not work without the right
gauntlet of its set.
Magical
Pear:
This pear, when completely eaten, bestows upon the eater
the ability to cast a single lightning bolt spell
for 6d6 damage. The spell must be cast within 1
turn of the consumption of the fruit, or it is lost.
Mantle
of the Mists:
This mantle can turn into a dense fog cloud, 20' x 20' x
10'. The fog lasts for 1 turn or until the wearer
ceases it. This function can be used once per day,
and each use drains one charge. The item is not
rechargable.
Magical Silver Link
The possessor of this link can heal himself 2 hit point
once per adventure. The link works once per adventure, no
matter how many different people claim to be the
possessor.
Mahogany Salt Box
Persons sharing salt from this box are unable to take any
hostile, violent, or aggressive action against each other
for three days. The box may be refilled when empty, but
salt removed from the box loses its power unless consumed
in one hour. The box can serve up to 10 persons at one
time.
Mask of Bhaal
This elaborately carved wooden facemask instils a feeling
of horror upon all who behold its fearsome
countenance. Any one creature (selected by the
wearer) with a Wisdom lower than 12 viewing the mask must
save vs. paralyzation or be frozen in fear for 1d4
rounds. This power may be used once per
adventure. The item is a favorite for assassins,
who use it to insure easy prey, and any character of good
alignment will be revolted by its use by a companion.
Medallion of
Divine Favour
This simple-looking medallion changes to reflect the
priest's/druid's holy symbol of their deity, allowing it
to replace the holy symbol in prayers and spell-use. Each
charge can be used to increase the power of the user's
healing spells. Such spells always heal at least 50% of
the range allowed by the spell. The medallion is not
rechargeable, but remains the holy symbol of the owner
once all charges are gone. The medallion attunes itself
to the first wearer, and may not be sold or traded on a
temporary basis.
Medallion
of Faith
- Tymora:
This medallion allows the wearing priest, if a follower
of Tymora, the following powers: Detect evil by
touch (the medallion must touch the evil thing); Bless
as spell once per day; Protection from evil 10' ft
radius, as spell, once per day; Slow poison -
the wearer is protected from harmful effects of poison
for up to 24 hours. If the wearer is not a priest
of Tymora, the medallion's powers do not function.
Mielikki's
Bracelet:
When wearing this bracelet, the PC gains a +1 reaction
bonus when interacting with unicorns, treants, nixies,
pixies, sprites, and dryads. These bracelets do not
work together, so only one bracelet can benefit one
person.
Mirror
of Beauty:
Objects viewed in this elegant hand mirror always appear
exceptionally beautiful to the viewer.
Necklace of Missiles
Onyx
Gem of Darkness:
This gem releases the spell darkness, 15' radius
when a charge is used. It cannot be recharged.
The gem is worth 100gp when non-magical.
Orange Topaz of Spell Storing:
This gem can store one wizard spell of 1st or 2nd level.
The spell can be changed once used, and it takes
only a caster of the approprieate level to place the
spell in the gem.
Parchment
of Flawless Renderin:
Anthing drawn or recorded on this parchment will
be rendered perfectly in all details. Words will be
recorded with flawless penmanship, and will be acurate
even if heard unclearly. pictures will be drawn
flawlessly even if only glimped beifly. The sheets
can-not be erased, but can be destroyed as normal
parchment. Five sheets.
Phylactery of Faithfulness:
This phylactery is for chaotic deities only. Any
priests of other than chaotic alignment who touch it
suffer 1d4 points of damage per touch.
Pill
of Potion Power:
When placed in a potion, this pill causes the potion to
have maximum effect for the consumer.
Pin of Dark
Vision:
Activating this pin allows the wearer to see in
any darkness including magical darkness for one
turn. Each use lasts for one hour and drains one
charge. When the charges are gone the pin crumbles
to dust.
Pin of Illusionary
Appearance
This pin will "clothe" the wearer in any form
of illusionary clothing the wearer can imagine. It
creates illusionary jewelry and accessories, but not
armor or weapons: any armor or weapons worn remain
visible and unchanged when this device is activated. The
illusion cannot be changed or turned off once activated,
until the duration expires. The illusion lasts for four
hours or until the pin is removed. It may be used once
per day for up to four continuous hour.
Portable
Canoe:
This item comes as a small box, 6" x 6" x
1". It unfolds into a normal-sized anoe with
two normal-sized light paddles. the daddles, if
used as weapons, do 1d2 points of damage. the canoe
will not refold into its box size without the paddles
inside. The paddles, if lost, may be replaced with
any normal-sized canoe paddles and the item will still
function.
Punch Bowl of the Hairy Buffalo
When a quantity of alcohol is poured into the punch bowl,
it creates an equal quantity of another type of
complimentary alcohol and mixes them. The user does
not have a choice on the kind of alcohol produced by the
bowl.
Ribbon of Talutah, Blue
Ribbon of Talutah, Orchid
Ribbon of Talutah, Silver:
This ribbon was enchanted by an ancient wizard,
Talutah. Inside its threads rests the magic to
prevent one magical aging attack. If the wearer is
aged via a magical effect of through the attack of a
ghost or like creature, the ribbon protects him.
Then spent, the now-nonmagical ribbon flutters to
the ground.
Ribbon of Talutah, Turquoise
This ribbon was enchanted by an ancient wizard, Talutah.
Inside its threads rests the magic to negate the effects
of one gaze attack, such as from a medusa, catoblepas,
etc. This does not make the wearer immune to the gaze of
a creature, as viewings beyond the first will effect him.
Once used, the now-nonmagical ribbon flutters to the
ground.
Rope
of climbing:
This rope is 60 feet in length.
Ruby Gem
This gem acts as a gem of insight. This effect
last for only one adventure. The gem is not rechargeable.
After the magic is used, the gem is worth 5,000 GP.
Silver
Horn of Valhalla:
This horn summons 8 2nd level berserkers from Valhalla to
attack the horn blower's enemies. There are only 8
berserkers available, and if some of them are killed then
only the remainder of them come the next time. Mark
off warriors as they are killed. When all 8 are
killed, the horn becomes non-magical. The horn can
only summon the berserkers once per adventure. The
berserkers remain for one turn once summoned. The
horn is worth 2,000gp as a non-magical horn. Berserkers
(8): human F2: Int Average; Al CN; AC 6 (studded leather
and shield); MV 12; hp 19; THACO 19 (adj THACO 18); #AT
1; Dmg 1-8+3 (spear or bastard sword one-handed); SA
fight berserk (adjustments included in stats); SD nil; MR
nil; Str 18.51; SZ M (about 6'); ML special.
Strawberry
of Rube:
Eating this fruit grants the Engineering proficiency upon
the eater. This does not use a proficiency slot.
Eaters with the Engineering proficiency already
gain a +2 bonus to the skill.
Tempus' Teapot
Tiger Eye Sapphire
Gives the user Infravision, 30' range, for one adventure
Veil
of Protection:
This veil grants a +2 bonus to armor class. It
combines with other magical items of protection as a cloak
of protection, and will NOT function if a cloak of
proection is worn. In addition, the wearer must
wear sandals for the veil to function magically at all.
No sandals, no proteciton.
Vellum
Diary:
This diary never runs out of paper, no matter how much is
written in it. It is always a book 4 inches thick,
7 inches wide, and 9 inches high. Writing cannot be
erased from the book in any way.
Waukeen's
Curing Clasp:
This magical cloak clasp was fashioned by priests of
Waukeen. When attached to a non-magical cloak
valued at at least 1,000 gold pieces or more, it will
confer a special curative power. For every 1,000
gold value of the cloak -- up to a value of 3,000 gold -
the clasp will heal 1d4 points of damage (so a 2,000 gp
cloak can heal 2d4). these can be called upon id
1d4 increments or all at once. The clasp bestows
this healing once a day.
Whistle of City Watch Calling:
This whistle summons a patrol of the city watch to the
PC's location in 1d6 rounds provided thePC's are within 2
miles of the city walls. The patrol extracts the
PC's from whatever sitaution they are in, provided that
up to 20 humans (the patrol size) could do so without
sacrificing their lives. The judge is free to
interpret what "extract" means in a given
sitaution, but the PC's must come out of it unharmed.
The PC's only get half the XP for the encounter.
If worn openly, it provides a +1 reaction bonus
when dealing with City Watch members (even after its
power has been used). This item may be used once
only.
Whistle of Pegaasus Summoning:
This whistle will summon a pegasi to give PCs up to two
rides anywhere in Faerun.
White Token
This token stores the spell restoration cast at
22nd level. It can be used once.
Wineskin of Exceptional Volume:
This wineskin holds two
gallons of liquid, yet only occupies space as if it held
one quart. When full it only weighs one
pound. It can not hold acid.
Yo-yo of
Fate:
This mystical toy grants a +1 bonus to the user's saving
throws, and a +2% bonus to all bardic abilities, but the
yo-yo must be in use to gain these benefits, and using
the yo-yo in combat negates the dexterity bonuses to AC.
Further, this toy can alter fate by adding +1 to
any 1d20 rolled (after the roll). Each such use
shortens the string by 1 inch, and when the string is
used up all the powers are lost.
Zagyg's Spell Component Pouch:
This pouch is usable three times per day. Non-magical
spell componets only.
Potions, Ointments,
Oils and Elixirs
Doas Isay Powder
This crystalline gray powder gives the user the ability
to detect illusion and detect charm for 4
hours. It was given to you by a merchant from House
Dilvanthor as thanks for helping stop the menace to his
shipments on the Sea of Fallen Stars.
Elixir of Clerical
Efficiency
The cleric's healing spells all provide maximum benefit
for 4+1d4 turns
Elixir
of Obscurement:
When poured from a height of 3 feet or more, this elixir
creates a cloud 60 feet in doameter. Vision is
limited to one foot in the cloud, and it dampens sound
and negates scents. Fighting in the cloud is done with a
-4 penalty "to Hit." The cloud lasts 1d4
turns.
Fungus Paste
The paste acts as one application of a neutralize
poison spell for poisons which are applied through
wounds. It does not work for poisons that are swallowed.
Horn of
Plenty Potion:
The imbiber can create 1 cubic foot of food per round for
1d8+4 rounds.
Jar of Oil
Each dose allows the user to speak with the dead as the
priest spell (at 12th level) when rubbed on lips.
Mystra's
Blessed Oil:
If applied to an object or creature under the effects of
an enchantment, spell, or curse, this oil functions as a
combination of remove curse and dispel magic at 15th
level. One dose (the contents of this vial) will
cover a 10' x 10' square area. If imbibed, it has
the same effects on the drinker. These effect are
permanent. Additionally, a spellcasting imbiber can
cast spells normally in a wild magic or dead magic zone
for 2-4 turns.
Potion
of Acid:
This vial must be thrown at a target. When it hits,
it bursts and does 3d8 points of damage to the target
(objects must save vs. acid or be destroyed). It
does 1d8 damage from splash to any other creatures or
objects within 5 feet of the impact, if a splash could
reasonably happen. Objects caught in the splash
receive a +4 bonus to their saving throw vs. acid.
Potion
of Cold Resistance:
This potion confers immunity from normal cold.
Against magical cold attacks, the imbiber suffers
less damage: -2 points per die of damage (minimum 1 point
per die). It lasts for 1d4+4 turns.
Potion of Diminution
The potion shrinks the imbiber to 5% of normal size for
1d4+1 turns.
Potion
of Magic Resistance:
This potion grants the 10% magic resistance to the
imbiber for 1d4 turns.
Potion
of Master Thievery:
As described in the Complete Thieves' book.
Potion
of Moderate Dealing:
Restores 3d4+3 hps can divide into three doses of 1d4.
Potion
of Revivication:
This potion allows the imbiber to continue to remain
conscious when his hit points drop below 0. In
effect, it revives him. The imbiber can remain
conscious until hit points reach -10, at which point the
imbiber dies (as usual). Also, it does not stop the
hit point loss that is suffered by characters below 0 hit
points, the imbiber loses 1 hp per round until
stabilized.
Potion of
Red Dragon Breath:
This potion gives the imbiber the ability to breathe a
cone (5' at base x10') of smoke. The smoke
completely obscures vision, everyone in the area of
effect must save vs. breath weapon of cough for one
round, suffering a -2 penalty to AC and THAC0 while
coughing. the imbiber can breathe smoke up to three
times within the duration, which is 4+1d4 turns.
Potion of
Superior Healing
This potion heals 6d8+6 points of damage. It may be
divided into thirds for 2d8+2 each third.
Potion of Wizardry
This potion enhances a wizard's spells. For the duration
of the effect (4+1d4 turns), all of the drinker's spells
are cast as if the wizard were two levels higher than
normal.
Snake Oil
When a green candle is anointed with this oil and burned,
it will cure disease as the spell. Up to four
individuals can be healed with on use. The oil cannot
cure magical afflictions like lycanthropy.
Snake Oil, type 2
A think dark green liquid, it is contained in an amber
glass vial with a ceramic stopper. The stopper is
attached to the vial with a silver wire. It has the
following three uses:
- When a dose is swallowed, it acts as a neutralize
poison spell.
|
- When a dose is applied topically to a
wound, it heals 2d6+12 points of damage.
|
- When a dose is burned, its fumes can heal
up to 4 persons for 1d6+4 points of
damage. The four closest to the oil when
it is burned are healed.
|
Vial of
Liquid
This liquid allows immediate recovery of 6 levels worth
of spells. It works for any spellcaster.
Rings
Bone Ring
This plain finger ring is carved from human bone. It
prevents energy drain from any source(such as undead and
hostile spells). Each defensive use exhausts one charge
until the ring crumbles to dust. It is not
rechargeable.
Ring of Arachnid Control
This ring allows the wearer to control one giant or 10-40
normal-sized arachnids of any type. This includes beings
which have magically assumed arachnid form, but not
were-spiders. Arachnids are not allowed a saving throw
unless they have an intelligence of 3 or greater
(polymorphed characters get the best class-related saving
throw allowed). The effects are identical to a ring of
mammal control. the ring can be activated once per hour,
and each use drains one charge. Each charge lasts for one
hour. The arachnids must be within line of sight of the
wearer, and may be controlled as long as the wearer
concentrates on the arachnids and does not engage in
combat or spellcasting. If concentration is broken, the
effect is lost and the ring cannot be activated for an
hour.
Ring of Cantrips
Four times a day a bard or mage may call upon a single cantrip
effect, which lasts for one turn or until the user stops
concentrating on it. Electrum ring that sparkles as if it
was lightly coating with diamond dust.
Ring of Coolness
This ring protects against effects of heat, especially
normal heat stroke conditions. The wearer always feels
cool in extremely hot environments. Against heat-based
attacks, the wearer gains a +2 to saving throws and -1
per die of damage.
Ring
of Free Action:
This ring allows normal movement while under the effects
of a hold spell, a web, or a slow spell, it uses one
charge. The ring cannot be recharged.
Ring
of Hill Giant Strength:
Gives a 19 strength to the wearer for 10 rounds once per
adventure
Ring
of Invisibility:
When activated, turns the user invisible as the Invisibilty
spell.
Ring
of Languages:
This ring allows the wearer to understand the languages
of nixies, pixies, and sprites.
Ring
of Last Request:
When the wearer of this ring is slain, the ring will send
a telepathic message to any 10 individuals anywhere in
the same plane of existence and time. This message
must be the same for all recipients, and is limited to 25
words or less. The message may be composed at the
time of death. This ring works twice, then crumbles
to dust.
Ring
of Limited Truth:
This ring acts like a truth spell, each use
drains one charge and lasts for one turn. The ring
is not rechargable.
Ring of Protection (+1 to +3):
This ring provides a bonus to the wearers armor class and
saving throws.
Ring of Protection +2, 5' radius:
This ring provides a saving throw bonus to all within 5
feet, though this bonus does not add with other rings of
proteciton.
Ring
of Quirky Quickness:
Once per adventure, the wearer of this ring can move and
attack at double normal rates for five rounds. The
effect is identical to the wizard spell haste, but
this effect can be produced by command, not by
spellcasting. Unlike haste, the user ages
two years with every use. The ring also ages, even
faster than the user. It will crumble to dust by
the start of the GenCon 1999 Game Fair. While using
the ring, the wearer's clothing and skin becomes striped
bright yellow and red. The ring is formed by two
intertwined strands, one of gold and one of silver.
Engraved on the gold, in a repeated pattern, is SP
for the Scarlet Picaros, a disbanded adventuring
company.
Ring of Safety
This ring may negate one failed saving throw. This ring
works one time only, and then becomes non-magical. A
silver ring with a large square-cut emerald mounted on
it.
Ring of Shooting
Stars
Each use of these functions drains one charge: dancing
lights, light, faerie fire, ball lightning. Use of
the shooting stars or spark shower powers
drain two charges. The ring cannot be recharged.
Ring
of Spell Turning:
This ring only functions once per day. See DMG page
202 for details on spell turning. Each use drains
one charge. The ring cannot be recharged.
Ring
of water creation:
This ring allows its wearer to create water 1/day,
as the priest spell cast at 12th level. It also
grants powers 1-4 of a ring of water elemental
command (water elementals cannot attack wearer; other
creatures from the plane of water suffer attack, dmage,
and saving throw penalties; wearer can converse with
water elementals; wearer suffers -2 to saving throws vs.
lightning/electricity). Only one power of the ring works
at one time.
Sirrus's Ring of Protection +1,
+2 for Lawful Characters
If part of the wearer's alignment is lawful, then the
ring functions as a ring of protection +2,
otherwise it is only a ring of protection +1.
Scrolls, Spells and Spell Books
Scroll
of Euclid the Counter
Mathematical
calculations made on this scroll will always be acurate
(within the users's knowledge base - it does not grant
the ability to know what to calculate). The scroll
may be partly or fully erased on comand.
Scroll of Protection
- Tanar'ri:
This scroll creates a circle of protection around the
reader, to a 10' radius. No tanar'ri can magically
or physically penetrate this circle in any way, though
tanar'ri can launch attachs at those within the circle by
magic or hurled/missile weapons. Those protected
can launch attacks from within. The summoned circle
lasts 3d4 rounds. Note that the protection radius
is not an actual physical globe, and that, if summoned in
an enclosed space in which the tanar'ri would be
automatically trapped, the circle is considered
voluntairly broken, and disappears. There is no way
in which this scroll may be used as an offensive weapon.
Scroll
on Vampires:
This non-magical scroll contains basic information about
all (known) types of vampires except Eastern ones (from
Kara-Tur) and extra-planar ones (such as a gith vampire).
It allows the user to know information as is found
on a Monsterous Manual entry for a vampire.
Wands, Staves and
Rods
Rod
of Lightning Bolts:
This rod will fire an 8d6 lightning bolt at the command
of the wielder. Each lightning bolt uses one
charge, and the rod may not be recharged. However,
it has a 25% chance per use that it will explode,
inflicting 3d6 of damage (no save) to the wielder and
releasing the remaining charges in random directions.
this chance is lowered by 1% for each point of
spellcraft proficiency of the wielder (ie a mage with a
spellcraft of 14 has a 11% chance that the rod will
explode).
Staff of the Apprentice:
This is a staff +2 that has a number of other powers. Its
spell effects are at ninth level. The staff holds nine
charges and cannot be recharged. Only a wizard of 6th
level or less can use the staff.
- For one charge: light, detect magic, armor.
- For two charges:
- protection +2 -- this draws the
magic from the staff so it becomes a +0
weapon for the duration. The other powers
are still functional. This function lasts
for 9 rounds. This effect can be ended
any time the caster desires.
- striking -- The next blow that
lands on an opponent does 10 points of
damage, This replaces rolled damage and
is cumulative with any strength bonus.
This function can not be used while the
protection function of the staff is
operating.
Wand of Alter Self
This wand casts an alter self spell on the user when
activated, at 6th level. Each casting drains one charge.
The wand is not rechargeable.
Wand
of Minor Fire:
This wand creates fireballs which do 3d6 points of
damage.
Wand
of Winter Wonder:
This wand is a variation on the wand of wonder.
It is silver, in the form of a long-stemmed rose,
and encrusted with gems. It is usable by anyone.
The command word is "Amaze Me." The
wand has a range of 60' and a roll should be made on the
table below for effect each time it is used. All
effects center on or affect the target.
- 01-12 fire shiled (chill shield only) for 6
rounds
- 13-44 snow flurry in 30' radius, save vs wands or
be blinded, lasts for 6 rounds.
- 45-52 snowball swarm in 30' radius, inflicts 6d3
damage to all in area of effect, save vs wands
for half damage, lasts 6 rounds but damage is
done only once
- 53-58 glitterdust as the 2nd level wizard spell
cast at 2nd level
- 59-67 frost giant strength (21) for 4 rounds
- 68-77 gust of wind 60' long, as the 3rd level
wizard spell
- 78-87 faerie fire in 30' radius for 6 rounds
- 88-96 illusion of frost covering everythinig,
lasts for 6 rounds
- 97-100 wall of ice, 10' high and 60' long and 6
inches thick, lasts for 6 rounds (vertical
orientation only, cannot entrap targets).
Weapons
Arrows
of Heat Seeking:
If these flight arrows miss their target, they continue
to fly up to five times the normal range and attack the
nearest source of heat. Their magic does not work
if they are shot at plant-based life or inanimate
objects. they do normal damage.
Arrows
of Far Slaying:
These flight arrows have double the range of
normal flight arrows and do 2d6 damage.
Arrows
of Penetrating:
These flight arrows are not slowed by underbrush,
webs, or any other form of covering. the target
gains no AC modifier for cover. the arrows do not
penetrate solid objects, however.
Blade
of Brandishing:
This long sword is fashioned of steel and has an
elaborate guard made of silver and set with gems.
The sword is a long sword +1, but has one
additional power. The wielder may choose to put on
a display of prowess and might, thus intimidating those
who view the display. The wielder must spend a full
round performing the display. At the end of that
time all opposing creatures with 4 HD or less must make a
saving throw versus paralyzation. Those who fail
the saving throw give up hope and must either surrender
or flee for 2d4 rounds. Each use of the brandishing
power requires one charge. The sword has 3 charges.
Bracer
Blade +2:
This magical bracer creates a plane of force that acts in
all ways like a shortsword+2 for purposes of
combat. A shimmering blue blade of force is created
that sheds light in a 5ft radius. a loud humming
noise is created by the bracer blade that can be heard by
all creatures within 50ft of the wielder. Once
activated, the blade will stay in existence for 1 turn.
It is usable only once per day.
Broadsword
+1 - Anti-stoneskin:
This sword works exactly like a +1 broadsword but when
used against someone with an active stoneskin
spell, the sword ignores the effect of the spell,
allowing the sword to do normal damage when the bearer
successfully strikes the AC of the stoneskinned
being. Each such use drains one charge, the sword
has 10 charges. When the charges run out, the sword
is still a broadsword +1. Every swing of the
sword is still considered an attack, so each will still
remove one defense of the stoneskin spell.
Broadsword
+2 vs. sound:
This sword a +2 to saves vs. sound attacks, such as,
but not limited to harpies songs, banshee's wails, and
spells that have only vocal components.
Crossbow
of Enchantment:
This light crossbow provides no magical bonus, but its
bolts can hit creatures which can only be hit by +1 or +2
magical weapons.
Cleaver+2:
This weapon does damage like a hand axe.
Dagger of
Returning:
If thrown and the daggers misses a target it will return
to hand at the end of the round.
Dagger of Shocking
This dagger can cause 2d4 points extra of electrical
damage once per day
Dwarven
Battle Axe +2:
This weapond oes normal battle axe damage. It is
just made by and sized for dwarves.
Evergreen- Scimitar
of Haste +2
This scimitar is +2, but in the hands of a druid or
ranger, it is +3. When wielded by a druid or ranger, the
blade dimly glows an olive green (light 20'rad.) and
allows the wielder to cast haste upon himself or herself.
The haste effect lasts one turn and consumes one charge.
The scimitar has five charges remaining, and once used,
the scimitar becomes a scimitar +1. Value 10,000 GP.
Flail of
Fury:
If wielded with one hand, this flail functions in all
respects as a normal flail +2. If wielded
with two hands, however, the flail grants the wielder one
additional melee attack at the end of the round.
Gleaming Mace +3, +4 vs.
Undead
This gleaming footman's mace is constructed of a single
block of a unique platinum-adamantite alloy. Its surface
is extremely smooth and its shape is uniform and regular.
In the presence of any light whatsoever this weapon
gleams with a soft, warm light. This weapon was
sanctified on the plane of Elysium, where it was bathed
in the glory of ten thousand dawns.
Hammer
of Throwing +1:
Acts as axe of throwing.
Long Sword of Light and
Darkness +1
This sword can cast light or darkness on itself once per
day
Longsword
of the Planes:
This sword has the following bonuses: in the abyss, +4;
in the outlands or Astral plane, +3; on the prime
material, the other outer planes, or the ethereal plane,
+2; on the inner planes +1.
Long Sword +2, Stormblade
This long sword grants a +4 saving throw bonus vs
electrical attacks when held, and -1 point of damage per
die (minimum 1 point of damage per die). It can be
activated once per adventure for five rounds.
During this time, blue electrical bolts dance about the
blade and shock any opponent hit for an additional 1d6
damage.
Mace-Axe of Giant Strength
This strange weapon combines the best attributes of both
a mace and an axe. The weapon is constructed of a
strange steel alloy and bears an adamantite handle.
this weapon is a two handed weapon for those not size L
(7 feet or taller). The mace-axe of giant strength
is a +2 weapon, and by expending a charge the wielder
gains a +7 bonus to damage for one turn. It does
not confer additional "to hit" bonuses, and the
+7 damage bonus replaces the normal +2 to damage that the
weapon does. Once all charges are expended, the
weapon then becomes a +1 weapon with no special
powers. Proficiency with either mace or axe give
the PC proficiency with this weapon. Clerics and
priests who cannot use axes or edged weaons may NOT use
the mace-axe, as this weapon bears an edge. Damage
for the mace-axe is 2d4/1d6+1.
Mace of Light +1
This mace radiates an aura of pure light in a 5' radius
when undead are within 25 feet of the wielder and the
command phrase, "show me", is spoken. This
grants a +1 bonus to the wielder's AC. This power can be
used once per day for up to one turn.
Mace of the Positive
Material Plane
This silver mace is as tough as a steel mace, and always
glows brightly, as if continual light had been cast on
it. It is a +2 weapon, +3 versus undead, doing double it
base damage against undead on a roll of a 20
(2d6+8/2d6+6; additional magical pluses, Strength, and
other pluses are not doubled). GP Value: 8,000 GP
Mighty Trident
+1:
On a successful hit with intent to impale (announced at
the start) (-4 penalty to hit) the trident can impale a
target. If this impale attempt misses, the attack
misses. Anyone thus impaled is pinned (as per the
wrestling rules) in the next round. Also, on any
attempt to break free of the pin, the wielder of the
trident adds 4 to his strength for purposes of
determining the result. The trident can only be
wielded by a person with a strength of 13 or greater.
Moon's
Hand Mace
+2:
In the hand of a specialty priest of Selune, this mace
functions as a mace +3, in the hands of anyone else, it
is a normal mace +2
Morning Star +2
This enchanted weapon inflicts 2d4+2 damage vs. small and
medium targets and 1d6+3 against large foes. The haft is
crafted from fine ebonwood polished to a gleaming finish.
Inlaid into the haft in gold and silver are starburst
designs. The chain that extends from the haft is
fashioned of adamantine, and the imposing
"star" at the end of it is made of a metal you
cannot identify.
Nature's Blade, Scimitar +2:
This blade is crafted of solid mahogany, enchanted to be
as sturdy as the strongest steel. Though it saves
as enchanted steel, it cannot be affected by a heat metal
spell. Along its blade are etchings of fern leaves,
all inlaid with polished bronze. The hilt is in the
shape of a stump, with the face of a small owl visible at
the pommel. Made by the lady of the forest to
combat evil, the blade functions differently in the hands
of various individuals.
In the hands of a ranger, the
sword allows its wielder to cast speak with
animals, once per day, as if the wearer were a
sixth level priest or druid.
In the hands of a druid, the
sword functions as a scimitar +3 and increases
the duration of speak with animals spells by five
rounds. The druid must spend a proficiency
slot to use the weapon or suffer a
non-proficiency penalty.
In the hands of all others, it
functions only as a scimitar +2.
Once per month, this blade must be thrust
into the earth and left overnight to reclaim nutrients
from the soil. If this is not done, the blade will
lose all its powers.
Pickaxe +2 / +3 When Used
Underground:
This duergar-crafted pickaxe is a small piercing weapon
and 1d6 damage. It requires its own weapon
proficiency slot to be used normally.
Pickaxe
of Piercing:
This rare item is simply an enchanted, adamantite
pickaxe, used in mining. It does 1d6+2 damage (2d6
against larger than human sized creatures) and has a
special property - it can pierce magical barriers.
The pointed, double-ended head of a pickaxe of
piercing is effective against magical barriers of all
sorts - walls, shells, spheres, and mantles. Each
contact between the head of the pickaxe and a barrier has
a 10% chance (not cumulative) of causing the magical
field to instantly collapse, dispelled. If the
field survives, it is unharmed, and has normal effects.
A single field can only be tested once per round by
a single pickaxe of piercing, but blows by
multiple pickaxes force multiple checks.
Unfortunately, this item has a 3% chance of
exploding on contact with a magical barrier, whether it
successfully brings it down or not.
Quarterstaff
of Rapid Magery:
This sturdy oaken staff functions in combat as a quarterstaff
+2. Once per adventure, any wizard character
(not a bard) may use this staff, while in combat and
before initiative is rolled, to cast a memorized spell
and have its effects get resolved at the beginning of a
round, before any movement or attacks. This effect
occurs simultaneously with attacks from weapons of speed,
such as the scimitar of speed.
Rylia Carsi-Long Sword +1
This sword can detect gems and precious metals in a 20'
radius once per day. Its ego requires that 10% of any
wealth the owner acquires be put into decoration for the
sword (or its scabbard) or it will refuse to use its
special power.
Scimitar
of the Planes:
This sword is +2 on the prime material (and pocket
dimensions), +1 on the Ethereal and inner planes, +3 on
the Astral plane and outer planes, and +4 on the Outlands
and Sigil.
Shortbow
of Light:
This short bow fires "tracers" as each arrow
fired is lit up by a light spell. The arrows
do double damage to any undead or other creature affected
by light. The light from the arrows goes out when
the arrows hit.
Six Shooter Crossbow
+1 hand crossbow that can fire 6 bolts before needing to
be reloaded. It can be fired or reloaded at a rate of
three bolts per round.
Spear
of Light
+2:
This spear can release a light spell centered on its tip
three times/adventure. This is extinguished on
command.
Spear
+3 of Distance:
This spear can be thrown at double the usual ranges for
spears.
Spellbreaker, Warhammer +2:
Spellbreaker destroys magical walls such as walls of
force, stone, fire, etc. By striking the wall with
the hammer, there is a 25% chance that the wall will be
dispelled. Each strike which destroys a wall uses
one charge. when all charges are used up, the
magical properties of the hammer are lost. The item
cannot be recharged.
Staff-mace
This fine priestly weapon looks like a nonmagical wooden
staff. However, by loudly speaking the command
words-Challenge me now, Oh ye fickle, flighty fates-it
will randomly take one of these forms:
Roll |
Type |
Effect |
01-33 |
quarterstaff |
iron shod quarterstaff +3 |
34-67 |
great mace |
iron footman's mace +1 |
68-00 |
mace |
iron horseman's mace +2 |
Two-handed Sword +1, Flame Tongue:
This sword is only +3 vs. undead (instead of the usual
+4). It's light iluminates in a 15-foot radius (as
a normal torch). It is otherwise the same as a
flame tongue as given in the Dungeon Master Guide.
Two-headed
Flail
+1:
This weapon has one attack (even though it has two heads)
and does 2d4+1 points of damage including magical bonus.
Wakizashi:
This fine curved sword of highly-polished steel is an
especially sharp blade with a curved ivory handle in the
shape of a dragon's head. The eyes are twin,
sparkling rubies. The sword is valued at 12,000gp. The
blade can be wielded b those proficient with wakizashi.
Those proficient in long sword can use it with a -1
penalty to hit, and everyone else takes the standard
non-proficiency penalty.
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